Wednesday, November 7, 2018

Tug-O'-War Campaign

This campaign setup is based on Bluebear Jeff's (saxe-bearstein.blogspot.com) work.  I have hopefully reduced the number of games that would be played in the campaign to increase the likelihood that I can make it through a campaign in a weekend.  I will be making a campaign supplement to my rules and using this as a starting point. 
For the campaign I will try to fight this weekend each nation will have at their disposal: 4 regular, 2 militia, 2 cavalry, 2 artillery, and 2 dragoon units.  These units will be divided up into 3 columns of four units, per v1.6 rules.  In each game only 2 columns will engage.  The third column will still have the chance to move disordered troops to ordered as described in the rough draft of a maples campaign ruleset below. 


A simple mapless campaign can be devised using a tug-o-war mentality.  The “front lines” begin at the center of the five positions.  A battle is fought at this position.  The winner moves the “front lines” marker one position closer to the opponent’s baseline. 





 
After every battle: All eliminated or disordered units roll 1D6.  Units move from eliminated to disordered to ordered by one position if; Units on winning side roll 3+, Units on losing side roll 4+.  Eliminated units which fail to move to disordered are permanently eliminated from the campaign.  Disordered units carry their disorder to the following battle.  Winner will choose which side to play in following game.
Attacking the enemy's position B: The defending force receives 1 new unit at full strength.
Attacking the enemy's position C: The defending force receives 1 new unit at full strength, and all disorder is removed. 
Any winner of 2 consecutive battles: Choose 1 new unit or remove all disorder from existing troops.
Any winner of 2 consecutive battles:  Commander is upgraded one position towards elite.
Any loser of 2 consecutive battles:  Commander is downgraded one position towards incompetent. 

2 comments:

  1. A nice, limited (in the sense of unlikely to get out of hand) 'logical' campaign as I like to call it. The 'attacking enemy position' need not be stereotyped 'Attacker-defender' games neither.

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  2. Thanks for the kind remarks. I like that in this model an army could be invading enemy territory and still find itself fighting a defensive battle. Likewise, an army fighting in its own territory could be on the offensive, searching for the invaders.

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